Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
148 lines
3.9 KiB
C++
148 lines
3.9 KiB
C++
#pragma once
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class L4LampManager;
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class L4Lamp;
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class L4GraphicLamp;
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#include "..\munga\lamp.h"
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#include "l4ctrl.h"
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//#########################################################################
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//############################# L4LampManager #############################
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//#########################################################################
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class L4LampManager:
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public LampManager
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{
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friend class L4Lamp;
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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L4LampManager(LBE4ControlsManager *controls_manager);
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~L4LampManager();
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Logical
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TestInstance() const;
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virtual void
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Update(ModeMask current_mode_mask);
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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protected:
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void
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AssertNewLampValue(int lamp_number, int lamp_value);
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//----------------------------------------------------------------------
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// Protected data
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//----------------------------------------------------------------------
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protected:
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LBE4ControlsManager
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*controlsManager;
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int
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*previousLampState;
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Logical
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*lampActiveFlag;
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};
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//#########################################################################
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//################################ L4Lamp #################################
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//#########################################################################
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class L4Lamp :
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public Lamp
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{
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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enum
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{
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LampStateDim = Lamp::NextLampState,
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NextLampState
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};
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L4Lamp(
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LampID lamp_number,
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ModeMask mode_mask,
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L4LampManager *lamp_manager
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);
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~L4Lamp();
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Logical
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TestInstance() const;
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void
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SetAutomaticOperation(Logical automatic_flag = True);
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protected:
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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void
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Update(Logical force_notify_of_state_change = False);
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void
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NotifyOfStateChange();
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//----------------------------------------------------------------------
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// Public data
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//----------------------------------------------------------------------
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public:
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ControlsButton
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automaticValue; // controls lampState if 'automatic' is true
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//----------------------------------------------------------------------
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// Protected data
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//----------------------------------------------------------------------
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protected:
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ControlsButton
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previousAutomaticValue;
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Logical
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automatic;
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int
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alertValue;
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};
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//#########################################################################
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//############################# L4GraphicLamp #############################
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//#########################################################################
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class L4GraphicLamp :
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public GraphicLamp
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{
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//----------------------------------------------------------------------
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// Public methods
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//----------------------------------------------------------------------
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public:
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L4GraphicLamp(
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LampID lamp_number,
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ModeMask mode_mask,
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GaugeRenderer *renderer,
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int graphics_port_number,
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int left, int bottom,
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const char *bitmap_name,
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int bg_color, int fg_color,
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Logical opaque_flag = True
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);
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~L4GraphicLamp();
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Logical
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TestInstance() const;
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protected:
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//----------------------------------------------------------------------
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// Protected methods
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//----------------------------------------------------------------------
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void
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NotifyOfStateChange();
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//----------------------------------------------------------------------
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// Protected data
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//----------------------------------------------------------------------
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protected:
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Logical
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opaque;
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char
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*mapName;
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int
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bgColor,
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fgColor;
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};
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